/*
 * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef BATTLEFIELD_MGR_H_
#define BATTLEFIELD_MGR_H_

#include "Battlefield.h"
#include "ace/Singleton.h"

class Player;
class GameObject;
class Creature;
class ZoneScript;
struct GossipMenuItems;

// class to handle player enter / leave / areatrigger / GO use events
class BattlefieldMgr
{
public:
    // ctor
    BattlefieldMgr();
    // dtor
    ~BattlefieldMgr();

    // create battlefield events
    void InitBattlefield();
    // called when a player enters an battlefield area
    void HandlePlayerEnterZone(Player * plr, uint32 areaflag);
    // called when player leaves an battlefield area
    void HandlePlayerLeaveZone(Player * plr, uint32 areaflag);
    // called when player resurrects
    void HandlePlayerResurrects(Player * plr, uint32 areaflag);
    // return assigned battlefield
    Battlefield * GetBattlefieldToZoneId(uint32 zoneid);
    Battlefield * GetBattlefieldByBattleId(uint32 battleid);

    ZoneScript * GetZoneScript(uint32 zoneId);

    void AddZone(uint32 zoneid, Battlefield * handle);

    void Update(uint32 diff);

    void HandleGossipOption(Player * player, uint64 guid, uint32 gossipid);

    bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);

    void HandleDropFlag(Player * plr, uint32 spellId);

    typedef std::vector<Battlefield*> BattlefieldSet;
    typedef std::map<uint32 /* zoneid */, Battlefield*> BattlefieldMap;
private:
    // contains all initiated battlefield events
    // used when initing / cleaning up
    BattlefieldSet  m_BattlefieldSet;
    // maps the zone ids to an battlefield event
    // used in player event handling
    BattlefieldMap   m_BattlefieldMap;
    // update interval
    uint32 m_UpdateTimer;
};

#define sBattlefieldMgr (*ACE_Singleton<BattlefieldMgr, ACE_Null_Mutex>::instance())

#endif 

